Funny that you should be the last poster, KoJ, because The Forgotten Base is in. Caves of Wonder, my cavern level, may also be brought in to replace Glaber Base 6 (as described here), though I'll have to wait for more playtester input on my level first to see whether adding it in would be a wise idea.

Phobus said:So, is it that we have a 32 map megaWAD now and you're just waiting to see whether Caves of Wonder or Glaber Base 6 should be in the final cut?

There is one episode 3 map slot remaining, before we can say we have a full megawad for sure. However, I've had a bit of trouble trying to pick a level for it, due to school and other things that have taken up my time. I just hope I can pick one and hear from our testers before too much longer.

Ahh, we're doing well then. Might be worth just making a gut call on the maps if the testers don't seem to be getting back, as there's not an awful lot of point delaying when we already have more than enough maps.

The Green Herring said:There is one episode 3 map slot remaining, before we can say we have a full megawad for sure. However, I've had a bit of trouble trying to pick a level for it, due to school and other things that have taken up my time. I just hope I can pick one and hear from our testers before too much longer.

Shiiiiiiiit.

I'll get something to you by the end of my night. Sorry - the last ~50 days of my life have been fairly nonstop, so not much Dooming has been done.

The Green Herring said:I just hope I can [...] hear from our testers before too much longer.

As far as I'm concerned, you already have my reports for all the available E3 map candidates. If you need anything else or if I forgot something, just ask.
Your E2 map is well worth a slot in the project. :)

I'm not sure whether all the serious bugs in those E3 maps were fixed or not - the latest version I have of The Ultimate DooMer's "Expect the Unexpected" has many texture problems, monsters that can't teleport in, and a massive inescapable hole somewhere in the map ( see report for details ).

If you think Joshy's map 30 is too hard for average players, then TimeOfDeath's offering will surely scare them away :p

Though I've yet to play through the whole thing to see what I'll need to change, I admit "ball-crushingly hard" may have been an inaccurate phrase for me to use for MAP30. It's more like "the first half is annoying." More specifically, "there are too many arch-viles" and "you seriously won't let anyone get out after the blue key without chipping away at the cyberdemon blocking the way?" That's where a tester who attempted to play it died, in a 20-minute demo labeled "fuckthis.lmp." There was a reason for that filename...

It was mostly the first two arch-viles, who can make the first part of the level luck-based sometimes, and that there were too many arch-viles when you unleash the demon horde by the BFG, or so that tester reported. I will have to try playing it some more.

Meanwhile, I regret to announce that Degrassi won't be making it into CC4 after all. Surprisingly enough, I'm saying this from a speedrunning perspective. After a few tries on UV, and trying out HMP, I figured this could go in as MAP32 after some more, rigorous testing; it'd be a perfect place for a level that unusual and which stands out so much from the rest of the levels. Then I watched the high-speed solution demo (for the lack of a better term) TimeOfDeath included, and it turned out to be over one hour long. For a high-octane slaughtermap, I feel that's a bit ridiculous. "Weaker" players have access to saved games (along with lower difficulty settings), but that's not a luxury you have when speedrunning, and I can name very few people who would want to spend hours trying to UV max an hour-long map. TimeOfDeath's told me that he'll put it in Slaughterfest 2012, and I'll agree it'd fit better in that project. It's a shame I had to turn this one down, but thankfully, those who were looking forward to the level will get to play it when he posts it in the Slaughterfest 2012 project thread.

The Green Herring said:It was mostly the first two arch-viles, who can make the first part of the level luck-based sometimes, and that there were too many arch-viles when you unleash the demon horde by the BFG, or so that tester reported. I will have to try playing it some more.

Those two Viles aren't that unfair, considering it's map 30 on UV. Check the demos I've sent you, TGH :p
Speaking of seemingly "unfair" situations I'd be more concerned about the sudden Cyberdemon encounter at the lift in "Technoprison" by the same author :)

I've decided to announce the last level that will be in Episode 3: Melting Universe II. (I'm changing the Arabic numeral to a Roman one to maintain consistency with "Vulcana II.") Now I will need to get my level in a "submission" state that I'm satisfied with, thus finishing off Episode 2, and then the beta compilation process can officially begin.

School and burnout have taken a bit of a toll on me, but I'm glad I was able to get here! Aren't you?